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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL uniform array Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="example" width="2" height="2"> </canvas>
<script id="vshader" type="x-shader/x-vertex">
    attribute vec4 a_position;
    void main()
    {
        gl_Position = a_position;
    }
</script>

<script id="fshader" type="x-shader/x-fragment">
    precision mediump float;
    uniform $(type) color[3];
    void main()
    {
        gl_FragColor = vec4(color[0]$(elem), color[1]$(elem), color[2]$(elem), 1);
    }
</script>
<script id="fshader-max" type="x-shader/x-fragment">
    precision mediump float;
    uniform vec4 colora[$(maxUniformVectors)];
    void main()
    {
        gl_FragColor = vec4(colora[$(usedUniformVector)]);
    }
</script>
<script id="fshader-max-ab-ab" type="x-shader/x-fragment">
    precision mediump float;
    uniform vec4 $(decl1);
    uniform vec4 $(decl2);
    void main()
    {
        gl_FragColor = vec4($(usage1) + $(usage2));
    }
</script>
<script>
"use strict";
description();
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");

var vSrc = wtu.getScript("vshader");
var fTemplate = wtu.getScript("fshader");

var typeInfos = [
  { type: 'float',
    jsTypeOf: 'number',
    setter: 'uniform1fv',
    elem: '',
    numSrcValues: 3,
    invalidSet: function(loc) {
      gl.uniform2fv(loc, [1, 2]);
    },
    srcValueAsString: function(index, srcValues) {
      return srcValues[index].toString();
    },
    returnValueAsString: function(value) {
      return value === null ? 'null' : value.toString();
    },
    checkType: function(value) {
      return typeof value === 'number';
    },
    checkValue: function(typeInfo, index, value) {
      return typeInfo.srcValues[index] == value;
    },
    srcValues: [16, 15, 14],
    srcValuesLess: [],
    srcValuesLessMultiple: [16],
    srcValuesMoreMultiple: [16, 15, 14, 13],
    srcValuesNonMultiple: null,
  },
  { type: 'vec2',
    jsTypeOf: 'Float32Array',
    setter: 'uniform2fv',
    elem: '[1]',
    numSrcValues: 3,
    invalidSet: function(loc) {
      gl.uniform1fv(loc, [2]);
    },
    illegalSet: function(loc) {
      gl.uniform1fv(loc, 2);
    },
    srcValueAsString: function(index, srcValues) {
      return "[" + srcValues[index * 2 + 0].toString() + ", " +
                   srcValues[index * 2 + 1].toString() + "]";
    },
    returnValueAsString: function(value) {
      return value === null ? 'null' : ("[" + value[0] + ", " + value[1] + "]");
    },
    checkType: function(value) {
      return value &&
             typeof value.length === 'number' &&
             value.length == 2;
    },
    checkValue: function(typeInfo, index, value) {
      return value !== null &&
             typeInfo.srcValues[index * 2 + 0] == value[0] &&
             typeInfo.srcValues[index * 2 + 1] == value[1];
    },
    srcValues: [16, 15, 14, 13, 12, 11],
    srcValuesLess: [16],
    srcValuesLessMultiple: [16, 15, 14, 13],
    srcValuesMoreMultiple: [16, 15, 14, 13, 12, 11, 10, 9],
    srcValuesNonMultiple: [16, 15, 14, 13, 12, 11, 10],
  },
  { type: 'vec3',
    jsTypeOf: 'Float32Array',
    setter: 'uniform3fv',
    elem: '[2]',
    numSrcValues: 3,
    invalidSet: function(loc) {
      gl.uniform1fv(loc, [2]);
    },
    illegalSet: function(loc) {
      gl.uniform1fv(loc, 2);
    },
    srcValueAsString: function(index, srcValues) {
      return "[" + srcValues[index * 3 + 0].toString() + ", " +
                   srcValues[index * 3 + 1].toString() + ", " +
                   srcValues[index * 3 + 2].toString() + "]";
    },
    returnValueAsString: function(value) {
      return value === null ? 'null' :
          ("[" + value[0] + ", " + value[1] + ", " + value[2] + "]");
    },
    checkType: function(value) {
      return value &&
             typeof value.length === 'number' &&
             value.length == 3;
    },
    checkValue: function(typeInfo, index, value) {
      return value !== null &&
             typeInfo.srcValues[index * 3 + 0] == value[0] &&
             typeInfo.srcValues[index * 3 + 1] == value[1] &&
             typeInfo.srcValues[index * 3 + 2] == value[2];
    },
    srcValues: [16, 15, 14, 13, 12, 11, 10, 9, 8],
    srcValuesLess: [16, 15],
    srcValuesLessMultiple: [16, 15, 14, 13, 12, 11],
    srcValuesMoreMultiple: [16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2],
    srcValuesNonMultiple: [16, 15, 14, 13, 12, 11, 10, 9, 8, 7],
  },
  { type: 'vec4',
    jsTypeOf: 'Float32Array',
    setter: 'uniform4fv',
    elem: '[3]',
    numSrcValues: 3,
    invalidSet: function(loc) {
      gl.uniform1fv(loc, [2]);
    },
    illegalSet: function(loc) {
      gl.uniform1fv(loc, 2);
    },
    srcValueAsString: function(index, srcValues) {
      return "[" + srcValues[index * 4 + 0].toString() + ", " +
                   srcValues[index * 4 + 1].toString() + ", " +
                   srcValues[index * 4 + 2].toString() + ", " +
                   srcValues[index * 4 + 3].toString() + "]";
    },
    returnValueAsString: function(value) {
      return value === null ? 'null' :
          ("[" + value[0] + ", " + value[1] +
           ", " + value[2] + ", " + value[3] + "]");
    },
    checkType: function(value) {
      return value &&
             typeof value.length === 'number' &&
             value.length == 4;
    },
    checkValue: function(typeInfo, index, value) {
      return value !== null &&
             typeInfo.srcValues[index * 4 + 0] == value[0] &&
             typeInfo.srcValues[index * 4 + 1] == value[1] &&
             typeInfo.srcValues[index * 4 + 2] == value[2] &&
             typeInfo.srcValues[index * 4 + 3] == value[3];
    },
    srcValues: [16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5],
    srcValuesLess: [16, 15, 14],
    srcValuesLessMultiple: [16, 15, 14, 13, 12, 11, 10, 9],
    srcValuesMoreMultiple: [16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1],
    srcValuesNonMultiple: [16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4],
  }
];

for (var tt = 0; tt < typeInfos.length; ++tt) {
  var typeInfo = typeInfos[tt];
  debug("");
  debug("check " + typeInfo.type);
  var fSrc = wtu.replaceParams(fTemplate, typeInfo);
  //debug("fSrc: " + fSrc);
  var program = wtu.loadProgram(gl, vSrc, fSrc);

  var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  assertMsg(numUniforms == 1, "1 uniform found");
  var info = gl.getActiveUniform(program, 0);
  assertMsg(info.name == "color[0]",
            "uniform name is 'color[0]' not 'color' as per OpenGL ES 2.0.24 section 2.10");
  var loc = gl.getUniformLocation(program, "color[0]");
  var srcValues = typeInfo.srcValues;
  var srcValuesLess = typeInfo.srcValuesLess;
  var srcValuesLessMultiple = typeInfo.srcValuesLessMultiple;
  var srcValuesMoreMultiple = typeInfo.srcValuesMoreMultiple;
  var srcValuesNonMultiple = typeInfo.srcValuesNonMultiple;

  // Try setting the value before using the program
  gl[typeInfo.setter](loc, srcValues);
  glErrorShouldBe(gl, gl.INVALID_OPERATION,
                  "should fail if there is no current program");

  gl.useProgram(program);
  gl[typeInfo.setter](loc, srcValuesLess);
  glErrorShouldBe(gl, gl.INVALID_VALUE,
                  "should fail with insufficient array size with gl." + typeInfo.setter);
  if (srcValuesNonMultiple) {
    gl[typeInfo.setter](loc, srcValuesNonMultiple);
    glErrorShouldBe(gl, gl.INVALID_VALUE,
                    "should fail with non-multiple array size with gl." + typeInfo.setter);
  }
  gl[typeInfo.setter](loc, srcValues);
  glErrorShouldBe(gl, gl.NO_ERROR,
                  "can set an array of uniforms with gl." + typeInfo.setter);
  gl[typeInfo.setter](loc, srcValuesLessMultiple);
  glErrorShouldBe(gl, gl.NO_ERROR,
                  "can partially set an array of uniforms with gl." + typeInfo.setter + " with a smaller array");
  gl[typeInfo.setter](loc, srcValuesMoreMultiple);
  glErrorShouldBe(gl, gl.NO_ERROR,
                  "can set an array of uniforms with gl." + typeInfo.setter + " with a larger array");

  var values = gl.getUniform(program, loc);
  glErrorShouldBe(gl, gl.NO_ERROR,
                  "can call gl.getUniform");
  assertMsg(typeInfo.checkType(values),
            "gl.getUniform returns the correct type.");
  for (var ii = 0; ii < typeInfo.numSrcValues; ++ii) {
    var elemLoc = gl.getUniformLocation(program, "color[" + ii + "]");
    glErrorShouldBe(gl, gl.NO_ERROR,
                    "can get location of element " + ii +
                    " of array from gl.getUniformLocation");
    var value = gl.getUniform(program, elemLoc);
    glErrorShouldBe(gl, gl.NO_ERROR,
                    "can get value of element " + ii + " of array from gl.getUniform");
    assertMsg(typeInfo.checkValue(typeInfo, ii, value),
              "value put in (" + typeInfo.srcValueAsString(ii, srcValues) +
              ") matches value pulled out (" +
              typeInfo.returnValueAsString(value) + ")");
  }
  typeInfo.invalidSet(loc);
  glErrorShouldBe(gl, gl.INVALID_OPERATION,
                  "using the wrong size of gl.Uniform fails");
  var exceptionCaught = false;
  if (typeInfo.illegalSet) {
    try {
      typeInfo.illegalSet(loc);
    } catch (e) {
      exceptionCaught = true;
    }
    assertMsg(exceptionCaught, "passing non-array to glUniform*fv should throw TypeError");
  }

  gl.useProgram(null);
  glErrorShouldBe(gl, gl.NO_ERROR,
                  "can call gl.useProgram(null)");
}

// This test is to test drivers the have bugs related to optimizing
// an array of uniforms when only 1 of those uniforms is used.
debug("");
debug("Test drivers don't over optimize unused array elements");
var maxUniformVectors = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
var tests = [
 { desc: "using last element",
   maxUniformVectors: maxUniformVectors,
   usedUniformVector: maxUniformVectors - 1,
   shader: "fshader-max",
   color: [0, 1, 0, 1],
   arrayName: "colora",
   extraName: "colorb",
 },
 { desc: "using first element",
   maxUniformVectors: maxUniformVectors,
   usedUniformVector: 0,
   shader: "fshader-max",
   color: [0, 1, 0, 1],
   arrayName: "colora",
   extraName: "colorb",
 },
];

// Generate test shaders. We're trying to force the driver to
// overflow from 1 array into the next if it optimizes. So for example if it was C
//
//   int big[4];
//   int little[1];
//   big[5] = 124;
//
// Would end up setting little[0] instead of big. Some drivers optimize
// where if you only use say 'big[3]' it will actually only allocate just 1 element
// for big.
//
// But, some drivers have a bug where the fact that they optimized big to 1 element
// does not get passed down to glUniform so when setting the uniform 'big[3]' they
// overwrite memory.
//
// If the driver crashes, yea. We found a bug. We can blacklist the driver.
// Otherwise we try various combinations so that setting 'little[0]' first
// and then setting all elements of 'big' we hope it will overwrite 'little[0]'
// which will show the bug and again we can blacklist the driver.
//
// We don't know how the driver will order, in memory, the various uniforms
// or for that matter we don't even know if they will be contiguous in memory
// but to hopefully expose any bugs we try various combinations.
//
//    It could be the compiler orders uniforms alphabetically.
//    It could be it orders them in order of declaration.
//    It could be it orders them in order of usage.
//
// We also test using only first element of big or just the last element of big.
//
for (var nameOrder = 0; nameOrder < 2; ++nameOrder) {
  var name1 = nameOrder ? "colora" : "colorb";
  var name2 = nameOrder ? "colorb" : "colora";
  for (var last = 0; last < 2; ++last) {
    var usedUniformVector = last ? maxUniformVectors - 2 : 0;
    for (var declOrder = 0; declOrder < 2; ++declOrder) {
      var bigName    = declOrder ? name1 : name2;
      var littleName = declOrder ? name2 : name1;
      var decl1 = bigName + "[" + (maxUniformVectors - 1) + "]";
      var decl2 = littleName + "[1]";
      if (declOrder) {
        var t = decl1;
        decl1 = decl2;
        decl2 = t;
      }
      for (var usageOrder = 0; usageOrder < 2; ++usageOrder) {
        var usage1 = bigName + "[" + usedUniformVector + "]";
        var usage2 = littleName + "[0]";
        if (usageOrder) {
          var t = usage1;
          usage1 = usage2;
          usage2 = t;
        }
        var fSrc = wtu.replaceParams(wtu.getScript("fshader-max-ab-ab"), {
          decl1: decl1,
          decl2: decl2,
          usage1: usage1,
          usage2: usage2,
        });
        var desc = "testing: " + name1 + ":" + name2 + " using " + (last ? "last" : "first") +
            " creating uniforms " + decl1 + " " + decl2 + " and accessing " + usage1 + " " + usage2;
        tests.push({
          desc: desc,
          maxUniformVectors: maxUniformVectors - 1,
          usedUniformVector: usedUniformVector,
          source: fSrc,
          color: [0, 0, 0, 1],
          arrayName: bigName,
          extraName: littleName,
        });
      }
    }
  }
}

var allRequiredUniformLocationsQueryable = true;
function testUniformOptimizationIssues(testIndex) {
  var test = tests[testIndex];
  debug("");
  debug(test.desc);
  var fSrc = test.source;
  if (!fSrc) {
    fSrc = wtu.replaceParams(wtu.getScript(test.shader), test);
  }

  var consoleElem = document.getElementById("console");
  wtu.addShaderSource(
      consoleElem, "vertex shader", vSrc);
  wtu.addShaderSource(
      consoleElem, "fragment shader", fSrc);

  var program = wtu.loadProgram(gl, vSrc, fSrc);
  gl.useProgram(program);

  var colorbLocation = gl.getUniformLocation(program, test.extraName + "[0]");
  if (colorbLocation) {
    gl.uniform4fv(colorbLocation, [0, 1, 0, 0]);
  }

  // Set just the used uniform
  var name = test.arrayName + "[" + test.usedUniformVector + "]";
  var uniformLocation = gl.getUniformLocation(program, name);
  gl.uniform4fv(uniformLocation, test.color);
  wtu.setupIndexedQuad(gl, 1);
  wtu.clearAndDrawIndexedQuad(gl, 1);
  wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");

  // Set all the unused uniforms
  var locations = [];
  allRequiredUniformLocationsQueryable = true;
  for (var ii = 0; ii < test.maxUniformVectors; ++ii) {
    var name = test.arrayName + "[" + ii + "]";
    var uniformLocation = gl.getUniformLocation(program, name);
    locations.push(uniformLocation);
    if (ii == test.usedUniformVector) {
      continue;
    }
    // Locations > usedUnformVector may not exist.
    // Locations <= usedUniformVector MUST exist.
    if (ii <= test.usedUniformVector && (uniformLocation === undefined || uniformLocation === null)) {
      allRequiredUniformLocationsQueryable = false;
    }
    gl.uniform4fv(uniformLocation, [1, 0, 0, 1]);
  }
  shouldBeTrue("allRequiredUniformLocationsQueryable");
  var positionLoc = gl.getAttribLocation(program, "a_position");
  wtu.setupIndexedQuad(gl, 1, positionLoc);
  wtu.clearAndDrawIndexedQuad(gl, 1);
  wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");

  // Check we can read & write each uniform.
  // Note: uniforms past test.usedUniformVector might not exist.
  for (var ii = 0; ii < test.maxUniformVectors; ++ii) {
    gl.uniform4fv(locations[ii], [ii + 4, ii + 2, ii + 3, ii + 1]);
  }

  var kEpsilon = 0.01;
  var isSame = function(v1, v2) {
    return Math.abs(v1 - v2) < kEpsilon;
  };

  for (var ii = 0; ii < test.maxUniformVectors; ++ii) {
    var location = locations[ii];
    if (location) {
      var value = gl.getUniform(program, locations[ii]);
      if (!isSame(value[0], ii + 4) ||
          !isSame(value[1], ii + 2) ||
          !isSame(value[2], ii + 3) ||
          !isSame(value[3], ii + 1)) {
        testFailed("location: " + ii + " was not correct value");
        break;
      }
    }
  }
}

var testIndex = 0;
function runNextTest() {
  testUniformOptimizationIssues(testIndex++);
  if (testIndex < tests.length) {
    setTimeout(runNextTest, 10);
  } else {
    glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
    debug("");
    finishTest();
  }
}
runNextTest();

var successfullyParsed = true;

</script>
</body>
</html>
